Arch Druid

Arch Druids lead from natural sanctuaries in remote locales. Their cities are natural self-sufficient places founded on the bedrock of natural balance. Their lands burst with life, sweet springs overflow bringing lush wilderness to arid wastelands. Their domains are well guarded by hunters, shamans, and wild beasts. Even the trees appear to bend to the Arch Druid's will. The Arch Druid Lords I encountered ruled with unquestioned power that at times seemed cruel, but upon reflection is justified by their need for constant balance. To master the forces of nature, they do not blindly protect life, for death is the natural consequence of life.

Arch Druid's Dolmen

Henge

Megalith

Arch Druids use a combination of summoned and befriended creatures as well as some units produced from cities. The summon spells have a chance to summon one of a number of creatures which are listed below.

Being the only produced units, the Hunter and Shaman only require the Arch Druid's Dolmen city upgrade. The order in which the spells and upgrades must be researched is the order how they are listed.

Hunter

'The Hunter led us through the underbrush without making a sound. At times he would disappear, only to reappear with some woodland creature on his shoulder. He would squeak, squawk, or growl, and the creature would dart away, directing us along the shortest route through the forest to every significant landmark I wanted to see. Handy with his bow, he could hit a target even on a rocking river vessel. I can think of no one more capable of leading me when I want to cross through wild lands.'

Shaman

'The Arch-Druid stood at the center of a gathering of hunters. After holding aloft an acorn, he put it to his ear and spoke 'All worthy men, but the plant chooses a shaman.' He nodded to my sister Siska and announced, 'You are chosen. Hold out your bow.' She held out her bow and the Arch-Druid handed her the acorn. 'Speak to the wood in it. Make it your staff.' She concentrated. The bow straightened into a staff. No longer a hunter, she was a shaman, speaking for both plant and animal life.'

Horned God

'In the quiet forest walks the Horned God. Like the mighty oak, it will weather an ice storm and despises destructive fire. Lightning crackles at its call. The animals of the forest are its children. Like the one great buck that all hunters envy with its impossibly large antlers, it passes through tangled trees and hunter's nets unobstructed. With its staff it drives out all defilers of the sacred glades as furiously as a mad bull. When it arrives, flee, for your prayers will not impede this strange god.'

Erymanthian Boar

'Ancient legends tell of a great battle between a great boar and a mighty hero. The boar was captured, and hurled into the ocean, but it swam away, never to be seen again. The Horned Gods remember this boar, and honour it as an avatar of the spirit of the wild. '

Ancestral Spirits

'They saw us as easy prey, a halfling and a man with twigs in his hair. The orc horde surrounded us. They demanded our surrender. Then Raidek lifted his staff. Ghostlike figures appeared to defend us, hardly tangible, passing through a solid rock wall. The massive warriors cowered as spirit hosts drove them away. One pleaded to his grandfather, another cowered at the disapproving spirit of his grandmother. Later, I asked Raidek why a druid would summon the ancestral spirits of his attackers. He explained, 'We all carry spirits with us, pieces of ourselves. There's always one pricking the conscience, displeased with the direction of our lives. Like the vengeful spirit of nature, these willingly come when I call.'

Hornet Swarm

Unleashes a swarm of hornets on enemy troops. Deals 20 damage to target enemy unit. The effect hits a maximum of 4 units which are within 3 hexes of the previous target. Machine and Undead units are unaffected.

One with the Elements

By calling upon the wonders of the wild, the caster strengthens their empire's connection with nature. All the caster's units have increased (50%) terrain/climate bonuses, and lessened (50%) terrain/climate penalties.

Thorn Hedge Walls

Infuses the perimeter around target city owned by the caster with nature's protection. spawning a wall of giant spear-like thorns to keep enemies at bay. Enemy units moving through it in tactical combat suffer 8 damage and have a chance to become Entangled.

The Wild Hunt

The caster's forces have become one with the wild, gaining an unswayable will and the ability to move at extreme speeds over any type of terrain. Bestows Floating and Strong Will on all the caster's units, except for Sea Creature and Machine units.

WARNING: Units that cannot swim will drown if they lose their ability to float or fly while over water hexes. This includes units that are produced at cities on the coast the turn the spell was disjucted.